使用 WebSockets
HTML5 與 WebSocket
WebSocket 通訊協定於 2011 年標準化,原始目標是讓瀏覽器能與伺服器建立穩定的雙向連線。在此之前,瀏覽器僅支援 HTTP 請求,並不適合雙向通訊。
此協定以訊息為單位,非常適合向瀏覽器推播通知,常用於聊天、回合制遊戲等。它仍然使用 TCP 連線,雖可靠但延遲較高,不適合 VoIP 與快節奏的即時遊戲(這類情境請見 WebRTC)。
由於簡單、相容性廣,且比原生 TCP 更易使用,WebSocket 也開始在瀏覽器之外普及,被原生應用程式用作與網路伺服器溝通的方式。
Godot 在原生與網頁匯出中皆支援 WebSocket。
在 Godot 中使用 WebSocket
Godot 以 WebSocketPeer 提供 WebSocket 支援,並且可與高階多人 API 搭配使用。更多細節請見 高階多人連線。
警告
匯出到 Android 時,請在匯出專案或一鍵部署前,於 Android 匯出設定啟用 INTERNET 權限,否則所有網路連線都會被 Android 阻擋。
基本用戶端範例
本範例將示範如何建立 WebSocket 連線、並與遠端伺服器收發資料。
extends Node
# The URL we will connect to.
# Use "ws://localhost:9080" if testing with the minimal server example below.
# `wss://` is used for secure connections,
# while `ws://` is used for plain text (insecure) connections.
@export var websocket_url = "wss://echo.websocket.org"
# Our WebSocketClient instance.
var socket = WebSocketPeer.new()
func _ready():
# Initiate connection to the given URL.
var err = socket.connect_to_url(websocket_url)
if err == OK:
print("Connecting to %s..." % websocket_url)
# Wait for the socket to connect.
await get_tree().create_timer(2).timeout
# Send data.
print("> Sending test packet.")
socket.send_text("Test packet")
else:
push_error("Unable to connect.")
set_process(false)
func _process(_delta):
# Call this in `_process()` or `_physics_process()`.
# Data transfer and state updates will only happen when calling this function.
socket.poll()
# get_ready_state() tells you what state the socket is in.
var state = socket.get_ready_state()
# `WebSocketPeer.STATE_OPEN` means the socket is connected and ready
# to send and receive data.
if state == WebSocketPeer.STATE_OPEN:
while socket.get_available_packet_count():
var packet = socket.get_packet()
if socket.was_string_packet():
var packet_text = packet.get_string_from_utf8()
print("< Got text data from server: %s" % packet_text)
else:
print("< Got binary data from server: %d bytes" % packet.size())
# `WebSocketPeer.STATE_CLOSING` means the socket is closing.
# It is important to keep polling for a clean close.
elif state == WebSocketPeer.STATE_CLOSING:
pass
# `WebSocketPeer.STATE_CLOSED` means the connection has fully closed.
# It is now safe to stop polling.
elif state == WebSocketPeer.STATE_CLOSED:
# The code will be `-1` if the disconnection was not properly notified by the remote peer.
var code = socket.get_close_code()
print("WebSocket closed with code: %d. Clean: %s" % [code, code != -1])
set_process(false) # Stop processing.
這將印出類似:
Connecting to wss://echo.websocket.org...
< Got text data from server: Request served by 7811941c69e658
> Sending test packet.
< Got text data from server: Test packet
基本伺服器範例
這個範例將示範如何建立一個 WebSocket 伺服器收聽連線,並進行資料交換。
extends Node
# The port we will listen to.
const PORT = 9080
# Our TCP Server instance.
var _tcp_server = TCPServer.new()
# Our connected peers list.
var _peers: Dictionary[int, WebSocketPeer] = {}
var last_peer_id := 1
func _ready():
# Start listening on the given port.
var err = _tcp_server.listen(PORT)
if err == OK:
print("Server started.")
else:
push_error("Unable to start server.")
set_process(false)
func _process(_delta):
while _tcp_server.is_connection_available():
last_peer_id += 1
print("+ Peer %d connected." % last_peer_id)
var ws = WebSocketPeer.new()
ws.accept_stream(_tcp_server.take_connection())
_peers[last_peer_id] = ws
# Iterate over all connected peers using "keys()" so we can erase in the loop
for peer_id in _peers.keys():
var peer = _peers[peer_id]
peer.poll()
var peer_state = peer.get_ready_state()
if peer_state == WebSocketPeer.STATE_OPEN:
while peer.get_available_packet_count():
var packet = peer.get_packet()
if peer.was_string_packet():
var packet_text = packet.get_string_from_utf8()
print("< Got text data from peer %d: %s ... echoing" % [peer_id, packet_text])
# Echo the packet back.
peer.send_text(packet_text)
else:
print("< Got binary data from peer %d: %d ... echoing" % [peer_id, packet.size()])
# Echo the packet back.
peer.send(packet)
elif peer_state == WebSocketPeer.STATE_CLOSED:
# Remove the disconnected peer.
_peers.erase(peer_id)
var code = peer.get_close_code()
var reason = peer.get_close_reason()
print("- Peer %s closed with code: %d, reason %s. Clean: %s" % [peer_id, code, reason, code != -1])
當有用戶端連線時,將印出類似以下內容:
Server started.
+ Peer 2 connected.
< Got text data from peer 2: Test packet ... echoing
進階聊天室範例
一個更進階的聊天範例 (其選擇性地使用中級多人連線抽象層) 以及一個高階多人連線範例,可在 godot 範例專案 中的 networking/websocket_chat 和 networking/websocket_multiplayer 下取得。